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Add loading screen, fix tree/foliage collision, jump buffering, and fence rotation
- Loading screen stays visible until all terrain tiles finish streaming; character spawns only after terrain is loaded and Z-snapped to ground - Reduce tree trunk collision bounds (5% of canopy, capped at 5.0) and make all small/medium trees, bushes, lily pads, and foliage walkthrough - Add jump input buffering (150ms) and coyote time (100ms) for responsive jumps - Fix fence orientation by adding +180° heading rotation - Increase terrain load radius from 1 to 2 (5x5 tile grid) - Add hearthstone callback for single-player camera reset
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9 changed files with 188 additions and 222 deletions
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@ -310,7 +310,7 @@ std::unique_ptr<PendingTile> TerrainManager::prepareTile(int x, int y) {
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p.rotation = glm::vec3(
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-placement.rotation[2] * 3.14159f / 180.0f,
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-placement.rotation[0] * 3.14159f / 180.0f,
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placement.rotation[1] * 3.14159f / 180.0f
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(placement.rotation[1] + 180.0f) * 3.14159f / 180.0f
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);
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p.scale = placement.scale / 1024.0f;
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pending->m2Placements.push_back(p);
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